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221 lines
8.8 KiB
C#
221 lines
8.8 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
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using Mono.Addins;
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namespace OpenSim.Region.CoreModules.Avatar.Gods
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
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public class GodsModule : INonSharedRegionModule, IGodsModule
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{
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/// <summary>Special UUID for actions that apply to all agents</summary>
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private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
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protected Scene m_scene;
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protected IDialogModule m_dialogModule;
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protected IDialogModule DialogModule
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{
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get
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{
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if (m_dialogModule == null)
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m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
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return m_dialogModule;
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}
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}
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public void Initialise(IConfigSource source)
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{
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}
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public void AddRegion(Scene scene)
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{
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m_scene = scene;
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m_scene.RegisterModuleInterface<IGodsModule>(this);
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m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
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}
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public void RemoveRegion(Scene scene)
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{
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m_scene.UnregisterModuleInterface<IGodsModule>(this);
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m_scene.EventManager.OnNewClient -= SubscribeToClientEvents;
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m_scene = null;
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}
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public void RegionLoaded(Scene scene)
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{
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}
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public void Close() {}
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public string Name { get { return "Gods Module"; } }
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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public void SubscribeToClientEvents(IClientAPI client)
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{
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client.OnGodKickUser += KickUser;
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client.OnRequestGodlikePowers += RequestGodlikePowers;
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}
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public void UnsubscribeFromClientEvents(IClientAPI client)
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{
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client.OnGodKickUser -= KickUser;
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client.OnRequestGodlikePowers -= RequestGodlikePowers;
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}
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public void RequestGodlikePowers(
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UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
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{
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ScenePresence sp = m_scene.GetScenePresence(agentID);
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if (sp != null)
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{
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if (godLike == false)
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{
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sp.GrantGodlikePowers(agentID, sessionID, token, godLike);
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return;
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}
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// First check that this is the sim owner
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if (m_scene.Permissions.IsGod(agentID))
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{
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// Next we check for spoofing.....
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UUID testSessionID = sp.ControllingClient.SessionId;
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if (sessionID == testSessionID)
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{
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if (sessionID == controllingClient.SessionId)
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{
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//m_log.Info("godlike: " + godLike.ToString());
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sp.GrantGodlikePowers(agentID, testSessionID, token, godLike);
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}
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}
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}
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else
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{
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if (DialogModule != null)
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DialogModule.SendAlertToUser(agentID, "Request for god powers denied");
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}
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}
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}
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/// <summary>
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/// Kicks User specified from the simulator. This logs them off of the grid
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/// If the client gets the UUID: 44e87126e7944ded05b37c42da3d5cdb it assumes
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/// that you're kicking it even if the avatar's UUID isn't the UUID that the
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/// agent is assigned
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/// </summary>
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/// <param name="godID">The person doing the kicking</param>
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/// <param name="sessionID">The session of the person doing the kicking</param>
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/// <param name="agentID">the person that is being kicked</param>
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/// <param name="kickflags">Tells what to do to the user</param>
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/// <param name="reason">The message to send to the user after it's been turned into a field</param>
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public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
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{
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UUID kickUserID = ALL_AGENTS;
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ScenePresence sp = m_scene.GetScenePresence(agentID);
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if (sp != null || agentID == kickUserID)
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{
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if (m_scene.Permissions.IsGod(godID))
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{
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if (kickflags == 0)
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{
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if (agentID == kickUserID)
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{
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string reasonStr = Utils.BytesToString(reason);
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m_scene.ForEachClient(
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delegate(IClientAPI controller)
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{
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if (controller.AgentId != godID)
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controller.Kick(reasonStr);
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}
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);
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// This is a bit crude. It seems the client will be null before it actually stops the thread
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// The thread will kill itself eventually :/
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// Is there another way to make sure *all* clients get this 'inter region' message?
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m_scene.ForEachRootClient(
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delegate(IClientAPI client)
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{
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if (client.AgentId != godID)
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{
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client.Close();
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}
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}
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);
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}
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else
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{
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m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
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sp.ControllingClient.Kick(Utils.BytesToString(reason));
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sp.ControllingClient.Close();
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}
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}
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if (kickflags == 1)
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{
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sp.AllowMovement = false;
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if (DialogModule != null)
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{
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DialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
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DialogModule.SendAlertToUser(godID, "User Frozen");
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}
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}
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if (kickflags == 2)
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{
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sp.AllowMovement = true;
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if (DialogModule != null)
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{
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DialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
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DialogModule.SendAlertToUser(godID, "User Unfrozen");
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}
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}
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}
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else
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{
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if (DialogModule != null)
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DialogModule.SendAlertToUser(godID, "Kick request denied");
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}
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}
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}
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}
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} |